Lichmassacre (talk | contribs) m (→Exceed) |
Lichmassacre (talk | contribs) mNo edit summary |
||
(29 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=M. Bison}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
|- | |- | ||
! align="center" colspan="2" | ベガ, Vega | ! align="center" colspan="2" | ベガ, Vega (aka Dictator) | ||
|- | |- | ||
! align="center" colspan="2" | [[image:Bison-snk-stand.gif|"What a limp, pansy foe you are. If I'm so scary to you, why not run home to mommy!"|center]] | ! align="center" colspan="2" | [[image:Bison-snk-stand.gif|"What a limp, pansy foe you are. If I'm so scary to you, why not run home to mommy!"|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Turtle, hit-and-run | |||
|- | |- | ||
| '''Difficulty''' || Average | | '''Difficulty''' || Average | ||
Line 11: | Line 16: | ||
| '''Max Mode Needed?''' || Almost Useless | | '''Max Mode Needed?''' || Almost Useless | ||
|- | |- | ||
| '''Tier Placement''' || Trash (E) | | '''Tier Placement''' || Trash (E), probably F tier | ||
|- | |- | ||
| '''Standing Hitbox''' || ? | | '''Standing Hitbox''' || ? | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
==Introduction== | ==Introduction== | ||
[[image:Dictadorfacesvc.png|right]] | [[image:Dictadorfacesvc.png|right]] | ||
M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player. | M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. It's debatable if SVC Chaos is M. Bison's worst outing, but regardless of that, whatever problems a character can have in a fighting game, M. Bison has almost all of them. Stubby normals, terrible special moves especially for a charge motion character, bad neutral, the inability to utilize the game's mechanics to their fullest if at all, he's incredibly weak and by far the worst of the Shadaloo bosses. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player. | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * '''Has light confirms:''' This is hardly glowing praise for a character as terrible as M. Bison but given that even some of the top or even god tier characters don't have light confirm combos, it's a major advantage for Bison to not only have light confirms, but low hitting confirms as well. Combos into Psycho Crusher or super result in a knockdown, too. | ||
* '''Can combo into super:''' Further buffs M. Bison's damage when he desperately needs it, and makes his confirms all the more rewarding, provided you have the execution for it. | |||
* | * '''Psycho Crusher can crossup on wakeup:''' You can maybe get one free hit out of using this from someone who isn't paying attention, or more against people who don't know better. Doesn't change it will kill M. Bison using it willy-nilly, but it's something. | ||
* Psycho Crusher can crossup on wakeup | * '''100% corner combo:''' If in the very unlikely chance M. Bison has max mode, plenty of meter to burn, and can juggle the opponent, his Psycho Crusher super does enough damage that it can result in killing the opponent. This does leave the other issue that M. Bison won't have much meter to work with for the next round, assuming it doesn't end the match, but scoring a round is still better than nothing. | ||
* | * '''Almost fully invincible Exceed:''' M. Bison's Exceed cannot be punished at almost any point during the attack, making it safe to throw out in several situations. One of only two risks is losing his Exceed for the match and being blocked. The opponent can front step to get closer to Bison and he has hurtboxes during the tail end of his recovery, so he is still punishable if the opponent has time and is already close to him. However, this phase is brief; even Shin Akuma cannot punish Bison with Misogi if Bison teleports immediately, for example. | ||
* '''People will respect you if you can do well with him:''' M. Bison is genuinely that terrible. If you get results with him, pat yourself on the back. A good M. Bison player is hard to come by in SVC Chaos. | |||
* People will respect you if you can do well with him | |||
| cons= | | cons= | ||
* | * '''Stubby normals:''' Especially with his light buttons, M. Bison doesn't have good normals for neutral. Poking with him, let alone confirming any combos, requires he get closer than necessary just to hit the opponent. The active hitboxes are pretty small, too. | ||
* | * '''Committal movement options:''' Teleport is unsafe, Head Press is easy to punish against people who know to front step, and while his wide jumps are useful in their own right, does make moving around with him harder to not overshoot your jumps. Devil's Reverse, though good, is a charge move, therefore he may not have it readily available. | ||
* Only a handful of good moves at best | * '''Teleport is both slow and punishable:''' While the initial startup is invulnerable, M. Bison is punishable during the second half of the teleport, after he's swapped places. He takes a while to exit the teleport animation, too, leaving him open to punishes. | ||
* | * '''Only a handful of good moves at best:''' Pyscho Crusher is good for combos, and Devil's Reverse lets Bison escape from pressure if used right. Maybe a few good normals he can use. That's basically it, as the rest of his move list is a liability. | ||
* Psycho Crusher in neutral is a death sentence | * '''Awful reversals:''' Calling them reversals is being generous. If M. Bison is knocked down, he's at the mercy of the opponent's okizeme. Again, teleport is unsafe, and using Psycho Crusher to try and fight back will usually backfire on him, instead. | ||
* | * '''Psycho Crusher in neutral is a death sentence:''' Front step will kill M. Bison. Even his signature special move can't save him. | ||
* Desperately needs meter | * '''Almost no combos to begin with:''' M. Bison only has a couple total combos, severely limiting his choices and potential damage. Not to mention, they're not easy to execute, either. | ||
* | * '''Desperately needs meter:''' M. Bison's best damage is locked behind meter, yet he also struggles generating meter, too. His regular meterless damage is low enough that it's more annoying than it is rewarding. | ||
* | * '''Easy to block Exceed:''' Despite its good points, M. Bison's exceed is still not good. You cannot combo into it, and due to its lengthy startup, it's easy to block as well, giving Bison few chances to hit anyone with it. It's more of a last-ditch effort when nothing else works than a proper comeback mechanic for him. | ||
* | * '''Is a charge character in a game that is anti-charge characters:''' Charge characters are forced to use BC input for front step, which is a steep cost of meter to give up for a punish, unless they buffer super with dash input. Even with the benefit of 30F charge times, they're too committal in a game full of movement and punishes. In some MUs, having time to charge at all is a problem. Not to mention, the NeoGeo port's charge input bug limiting their options. | ||
* '''Is a joke in this game:''' Regardless of whether this is M. Bison's worst outing in any fighting game, or if another iteration is much worse, he is abysmal. He's fighting an uphill battle even against the worst characters in the game. | |||
}} | }} | ||
<center>{{FrameDataKey-SVC}}</center> | <center>{{FrameDataKey-SVC}}</center> | ||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
Line 60: | Line 68: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Can combo in itslelf, and it's cancelable. Can be good to use. | |description=* Can combo in itslelf, and it's cancelable. Can be good to use. | ||
Line 83: | Line 95: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Guard= | |Counter Dmg= | ||
|Guard=Low | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=8 | ||
|Total= | |Total=19 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Nice move. It's fast, can combo in itself, and it's cancelable. | |description=* Nice move. It's fast, can combo in itself, and it's cancelable. | ||
Line 106: | Line 122: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=8 | ||
|Recovery= | |Recovery=9 | ||
|Total= | |Total=21 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Nice move, nice damage, cancelable. This can be your lead to the basic combos(It's a little hard to do Dictator's combos). | |description=* Nice move, nice damage, cancelable. This can be your lead to the basic combos(It's a little hard to do Dictator's combos). | ||
Line 129: | Line 149: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=20 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=-4 | ||
|Block Adv= | |Block Adv=-6 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Same properties as the cl.C, but whiffs on Choi standing. | |description=* Same properties as the cl.C, but whiffs on Choi standing. | ||
Line 153: | Line 177: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Fast punch that is cancelable(But it's a hard thing to do). Nothing really special on this. | |description=* Fast punch that is cancelable(But it's a hard thing to do). Nothing really special on this. | ||
Line 176: | Line 204: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=8 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=14 | ||
|Total= | |Total=25 | ||
|Hit Adv= | |Hit Adv=-5 | ||
|Block Adv= | |Block Adv=-7 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* Okay move for poking, but fast attacks can potentially punish it. Can be comboed after two cl.B's. This is not cancelable, sadly. | ||
}} | }} | ||
}} | }} | ||
Line 199: | Line 231: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=14 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=11 | ||
|Total= | |Total=27 | ||
|Hit Adv= | |Hit Adv=+7 | ||
|Block Adv= | |Block Adv=+5 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* One of Dictator's pokes. It's fast, | |description=* One of Dictator's pokes. It's fairly slow but has fast recovery, can hit most crouching characters and leaves M. Bison plus. It's not cancelable. | ||
}} | }} | ||
}} | }} | ||
Line 222: | Line 258: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=13 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=35 | ||
|Hit Adv= | |Hit Adv=-2 | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another poke. This aims a little upwards, so it can whiff against more crouching characters. Just use the | |description=* Another poke. This aims a little upwards and has a stubby hitbox, so it can whiff against more crouching characters. Just use the st.C instead. | ||
}} | }} | ||
}} | }} | ||
Line 246: | Line 286: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Same properties as cl.A. | |description=* Same properties as cl.A. | ||
Line 269: | Line 313: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=14 | ||
|Hit Adv= | |Hit Adv=+3 | ||
|Block Adv= | |Block Adv=+1 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Hits low, it's | |description=* Hits low, it's a rapidfire move, can combo into the move above, but it's not cancelable. If you want to use, just connect with the cr.A. | ||
}} | }} | ||
}} | }} | ||
Line 292: | Line 340: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=2, 9 | ||
|Recovery= | |Recovery=16 | ||
|Total= | |Total=34 | ||
|Hit Adv= | |Hit Adv=-7 | ||
|Block Adv= | |Block Adv=-9 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This is The Dictator's anti-air. The damage is nice, and you can cancel it. | |description=* This is The Dictator's anti-air. The damage is nice, and you can cancel it. | ||
Line 315: | Line 367: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=11 | ||
|Active= | |Active=16 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=44 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=-15 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The Dictator's classic Slide is here. The range and reach are pretty good, but the startup is a little worse. Can be risky if blocked, because you cannot cancel it. This is part of a setup, but it's a little hard to work. You can use this better on Max Mode. | |description=* The Dictator's classic Slide is here. The range and reach are pretty good, but the startup is a little worse. Can be risky if blocked, because you cannot cancel it. This is part of a setup, but it's a little hard to work. You can use this better on Max Mode. | ||
Line 339: | Line 395: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=7 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 363: | Line 423: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 387: | Line 451: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=11 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 411: | Line 479: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 435: | Line 507: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=1 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 445: | Line 521: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Neutral Jumping Attack | |description=* Neutral Jumping Attack | ||
* Aims down and | * Aims down and comes out quick but only lasts a single frame, on top of being a tiny hitbox. The only reason to use this attack is if you're using it as a point-blank neutral jump-in attack for combos but the odds of that happening are incredibly slim, if at all. Any other scenario and there's no reason to ever use this attack. | ||
}} | }} | ||
}} | }} | ||
Line 459: | Line 535: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 469: | Line 549: | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Diagonal Jumping Attack | |description=* Diagonal Jumping Attack | ||
* Nice jump-in move. You can use it as a combo starter. | * Nice jump-in move. You can use it as a combo starter, but keep in mind the small hitbox. | ||
}} | }} | ||
}} | }} | ||
Line 483: | Line 563: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=11 | ||
|Active= | |Active=11 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 507: | Line 591: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=9 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 561: | Line 649: | ||
|Counter Dmg=24 | |Counter Dmg=24 | ||
|Guard=Throw | |Guard=Throw | ||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |G. Crush=0 | ||
|Stun=0 | |Stun=0 | ||
Line 693: | Line 808: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Classic move. Can be one of his best in this game too | |description=* Classic move. Can be one of his best in this game too. In this game, you'll need it. It's one of his most important moves. The priority is nice(Can trade hits with some DPs and anti-airs), you can use on the opponent's wakeup(Just time well), safe if blocked(And this have an followup), and the charge time is short(Nice thing). Can be hard to punish with DPs. You can use this to punish from far away too(You'll fly over projectiles and counter he/she depending of the opponent). Well, you can abuse of this on some matchups too(Like on opponents with bad anti-airs). You can control The Dictator in the air after the hit too(You can begin to charge a Special/Super Move after the hit just to use when you land). Remember: This can be an air move, but it can be blocked low. | ||
}} | }} | ||
{{AttackData-SVC | {{AttackData-SVC | ||
Line 800: | Line 915: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=38x7 | ||
|Counter Dmg= | |Counter Dmg=45 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2x7 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 827: | Line 942: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=34x8 | ||
|Counter Dmg= | |Counter Dmg=40 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2x8 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 841: | Line 956: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Nice Super, but has more startup than the move above.This super has a little bit of priority(Better than the move above), but this has no invincibility frames, and do lesser damage than the Mega Psycho Cruser. This can be comboed ''only'' from the hard attacks. This does some nice chip/guard damage too, so this can be used as a chip killer, because it's easy to block this(And to do those GCF's too). In my opinion, the Mega Psycho Crusher is better, but you don't need to avoid this move. | |description=* Nice Super, but has more startup than the move above. This super has a little bit of priority(Better than the move above), but this has no invincibility frames, and do lesser damage than the Mega Psycho Cruser. This can be comboed ''only'' from the hard attacks. This does some nice chip/guard damage too, so this can be used as a chip killer, because it's easy to block this(And to do those GCF's too). In my opinion, the Mega Psycho Crusher is better, but you don't need to avoid this move. | ||
}} | }} | ||
}} | }} | ||
Line 853: | Line 968: | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage=78x9 | ||
|Counter Dmg= | |Counter Dmg=84 | ||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |G. Crush=2x9 | ||
|Stun= | |Stun=0 | ||
|Meter= | |Meter=0 | ||
|Cancel= | |Cancel=X | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 871: | Line 986: | ||
}} | }} | ||
== | ==Strategy== | ||
''''' | ===Basic Strategy=== | ||
'''''M. Bison's Gameplan''''' | |||
M. Bison's gameplay is more or less simple - be annoying and poke out the opponent. There's just one issue: M. Bison sucks. A character who is normally pretty mobile and has strong special moves to rush the opponent down in Street Fighter is the complete opposite here. Psycho Crusher - his signature move - is easy to stuff and punish, his teleport is risky, almost all of his specials are unsafe, barely any combos at all, lacks any good damage without meter, is a charge character in a game designed against charge characters, has issues getting in, and several other problems, you're always fighting an uphill battle with him. That said, his walking speed is pretty good, he's got a wide jump, his buttons are alright at least, and his supers are decent. Against players who don't know the matchup or in MUs where the character can't stuff him as well in general, M. Bison can be pretty annoying with hit-and-run strategies and while it sucks overall, Psycho Crusher can be sparingly used as a punish tool. And his one special move, Head Press, is pretty good since it helps him counter zoning and is especially useful with characters who lack good anti-airs. | |||
''''' | ===Advanced Strategy=== | ||
'''''Max Mode Strategies''''' | |||
'' | M. Bison can setup some grounded crossups or alternative strategies to pressure or run away in Max Mode by cancelling his cr.D into something. | ||
* '''First step:''' Do a cr.D. | |||
* '''Second Step:''' Now just wait, but make sure that the cr.D connects. | |||
* '''Third Step:''' If the cr.D gets blocked, cancel into a Head Press(You have time to hold down), and do the followup(I think you can do another cr.D after the followup). If the cr.D hits, cancel the move into a A Psycho Crusher(You'll land behind the opponent). And then, just do any move, it will be a crossup(You can use your Exceed too), because the opponent will wake up with his back turned. | |||
* '''Another options to cancel the cr.D after it gets blocked:''' You can use the Bison Warp(If you want to run away from GCFs), Normal/Mega Psycho Crusher(Can be unsafe), and your Exceed(If you want a Chip Finisher). | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
== | |+ BnB Combos | ||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) cl./cr.C, [b]~f P || TBA || TBA || TBA || TBA || Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times. | |||
|- | |||
|(j.X,) cl./cr.C, [b]~f B || TBA || TBA || TBA || TBA || | |||
|- | |||
|cl.B, cr.A, [b]~f,b,f P || TBA || TBA || TBA || TBA || The only and useful combo from a low attack start, it's recommended only against tall characters. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B x2-3, [b]~f A || TBA || TBA || TBA || TBA || Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon. | |||
|- | |||
|(Corner) [d]~u P, followup (CH), [b]~fbf P x4 || TBA || TBA || TBA || TBA || This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent. | |||
|- | |||
|} | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:M. Bison]] | [[Category:M. Bison]] |
Latest revision as of 02:32, 28 July 2024
ベガ, Vega (aka Dictator) | |
---|---|
Category | Normal |
Playstyle | Turtle, hit-and-run |
Difficulty | Average |
Max Mode Needed? | Almost Useless |
Tier Placement | Trash (E), probably F tier |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
Introduction
M. Bison (known as Vega in Japan), commonly referred to as Dictator so as to avoid international confusion, is the primary antagonist of the Street Fighter II series and a recurring character in the SF games, becoming a fan favorite. In SVC, he has a couple good attacks... and that's it. He's easy enough to pick up and play matches with but more than anything, M. Bison focuses on being annoying and slowly dwindling the opponent's life away and then proceeding to run away. It's debatable if SVC Chaos is M. Bison's worst outing, but regardless of that, whatever problems a character can have in a fighting game, M. Bison has almost all of them. Stubby normals, terrible special moves especially for a charge motion character, bad neutral, the inability to utilize the game's mechanics to their fullest if at all, he's incredibly weak and by far the worst of the Shadaloo bosses. There's barely anything positive to say about this guy, but if you can produce results with him, it shows you're probably a dedicated SVC player.
Strengths | Weaknesses |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Low | - | - | - | - | 7 | 4 | 8 | 19 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 8 | 9 | 21 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 20 | 29 | -4 | -6 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 3 | 14 | 25 | -5 | -7 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 14 | 2 | 11 | 27 | +7 | +5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 5 | 17 | 35 | -2 | -4 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 5 | 14 | +3 | +1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 2, 9 | 16 | 34 | -7 | -9 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 16 | 17 | 44 | SKD | -15 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 1 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 11 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 9 | 5 | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
| ||||||||||||||
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No Follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Somersault Skull Driver (Move b or f) P |
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
No Follow-up | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
(Move b or f) P | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
38x7 | 45 | Mid | 2x7 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
34x8 | 40 | Mid | 2x8 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
78x9 | 84 | Mid | 2x9 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
M. Bison's Gameplan
M. Bison's gameplay is more or less simple - be annoying and poke out the opponent. There's just one issue: M. Bison sucks. A character who is normally pretty mobile and has strong special moves to rush the opponent down in Street Fighter is the complete opposite here. Psycho Crusher - his signature move - is easy to stuff and punish, his teleport is risky, almost all of his specials are unsafe, barely any combos at all, lacks any good damage without meter, is a charge character in a game designed against charge characters, has issues getting in, and several other problems, you're always fighting an uphill battle with him. That said, his walking speed is pretty good, he's got a wide jump, his buttons are alright at least, and his supers are decent. Against players who don't know the matchup or in MUs where the character can't stuff him as well in general, M. Bison can be pretty annoying with hit-and-run strategies and while it sucks overall, Psycho Crusher can be sparingly used as a punish tool. And his one special move, Head Press, is pretty good since it helps him counter zoning and is especially useful with characters who lack good anti-airs.
Advanced Strategy
Max Mode Strategies
M. Bison can setup some grounded crossups or alternative strategies to pressure or run away in Max Mode by cancelling his cr.D into something.
- First step: Do a cr.D.
- Second Step: Now just wait, but make sure that the cr.D connects.
- Third Step: If the cr.D gets blocked, cancel into a Head Press(You have time to hold down), and do the followup(I think you can do another cr.D after the followup). If the cr.D hits, cancel the move into a A Psycho Crusher(You'll land behind the opponent). And then, just do any move, it will be a crossup(You can use your Exceed too), because the opponent will wake up with his back turned.
- Another options to cancel the cr.D after it gets blocked: You can use the Bison Warp(If you want to run away from GCFs), Normal/Mega Psycho Crusher(Can be unsafe), and your Exceed(If you want a Chip Finisher).
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) cl./cr.C, [b]~f P | TBA | TBA | TBA | TBA | Nice combo for beginners. This is better with the jump attack, because you will have more time to charge the move(Yeah, you can charge while jumping). The damage on this combo is nice, so you can try to use this some times. |
(j.X,) cl./cr.C, [b]~f B | TBA | TBA | TBA | TBA | |
cl.B, cr.A, [b]~f,b,f P | TBA | TBA | TBA | TBA | The only and useful combo from a low attack start, it's recommended only against tall characters. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B x2-3, [b]~f A | TBA | TBA | TBA | TBA | Nothing so special on this one. It's just a simple combo with a low-hitting starter. Of course, much better than nothing, as it gives M. Bison both a blockstring off of crouch lights and an okay confirm for a combo, but the fact you need Max Mode makes this combo uncommon. |
(Corner) [d]~u P, followup (CH), [b]~fbf P x4 | TBA | TBA | TBA | TBA | This is The Dictator's 100% combo. The damage is incredible, but can be very hard to do in a real match. If you don't want to do the Charge d, u+K part, you can do 4 Mega Psycho Crushers on the opponent while he/she is in a jumping state(Another 100% combo), but you need to time well. If you are not on the Max Mode, don't worry, you can do one(Or two) Mega Psycho Crusher(s) on the opponent. |